Exemple #1
0
        public override ENST OnExecute()
        {
            FirstChild.OnTick();
            switch (FirstChild.State)
            {
            case ENST.SUCCESS:
            case ENST.FAILURE:
                return(ENST.SUCCESS);

            default:
                return(FirstChild.State);
            }
        }
Exemple #2
0
 public override ENST OnExecute()
 {
     if (Condition.V == false)
     {
         FirstChild.OnTick();
         return(FirstChild.State);
     }
     else
     {
         FirstChild.OnExit(ENST.FAILURE);
         return(ENST.FAILURE);
     }
 }
Exemple #3
0
        public override ENST OnExecute()
        {
            FirstChild.OnTick();
            switch (FirstChild.State)
            {
            case ENST.SUCCESS:
                return(ENST.SUCCESS);

            case ENST.FAILURE:
                FirstChild.OnReset();
                return(ENST.RUNNING);

            default:
                return(ENST.RUNNING);
            }
        }
Exemple #4
0
 public override ENST OnExecute()
 {
     FirstChild.OnTick();
     switch (FirstChild.State)
     {
     case ENST.SUCCESS:
     case ENST.FAILURE:
         FirstChild.OnReset();
         break;
     }
     mLastTime = UnityEngine.Time.time - StartupTime;
     if (mLastTime >= Time)
     {
         FirstChild.OnExit(ENST.SUCCESS);
         return(ENST.SUCCESS);
     }
     else
     {
         return(ENST.RUNNING);
     }
 }
Exemple #5
0
        public override ENST OnExecute()
        {
            if (Type == RepeatTypes.RepeatTimes)
            {
                if (mUseTimes >= Times && Times > 0)
                {
                    return(ENST.SUCCESS);
                }
                else
                {
                    FirstChild.OnTick();
                    switch (FirstChild.State)
                    {
                    case ENST.SUCCESS:
                    case ENST.FAILURE:
                        FirstChild.OnReset();
                        mUseTimes++;
                        break;

                    case ENST.RUNNING:
                        break;
                    }
                    return(ENST.RUNNING);
                }
            }
            else
            {
                FirstChild.OnTick();
                if (Until == RepeatUntil.Success && FirstChild.State == ENST.SUCCESS)
                {
                    return(ENST.SUCCESS);
                }
                if (Until == RepeatUntil.Failure && FirstChild.State == ENST.FAILURE)
                {
                    return(ENST.SUCCESS);
                }
                return(ENST.RUNNING);
            }
        }